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Showing content with the highest reputation on 2017-03-02 in all areas

  1. I feel like CCs should only be able to make a basic spearman or swordsman, and everything else should be in the barracks, with the barracks possibly producing a level-2 version of the basic unit by default (or treat the CC version as a level 0 weaker unit or something).
    6 points
  2. Quick meta-input: It's largely true that we haven't changed gameplay significantly since forever. The main cause of this is that not a great deal of people on the team actually play the game, and the few that do seem largely content with the breakneck speed and the current mechanics. There is a metagame, and it's a relatively simple one since it's rather poorly balanced on the whole. Furthermore, many devs feel that changing something now is useless since we're still in Alpha. Now this is something on which I could complain at length, but it's there. Personally, I believe we're a little too hung up on Age of Empires - and my personal preference would be for a complete switch to a production/consumption system over the "one shot" AoE like system of gathering resources. Each unit would consume some resources, each unit would produce some, and houses would give you manpower instead of raising the pop cap (which would then be soft-capped). On the whole it'd make eco more interesting. I also generally agree that the game goes way too fast in the early stages and that units are inherently too cheap, but that is definitely a matter of personal preference - and many would argue that AoE 2 goes way too slow. We've also had weird effects at play, such as the big unit speed and very large vision ranges, making our maps feel extremely small. Relatedly, our counters are crap - that's because we have far too few units per civilisations, and made some braindead decisions such as the pierce/hack attack we chose. But to go back to my first point: even perfect mods won't be played much, since the team doesn't play much, and that means that imperfect mods (such as my trade changes) have basically 0 chance of convincing anybody.
    4 points
  3. I have been playing 0AD as single player for a few years. The change such that troops now try to capture buildings by default rather than destroy them, is annoying me. It was interesting at first, but it needs some tweaks. When the attacking force contains some military that cannot capture, such as elephants, you end up with some troops trying to capture a building while others are destroying it. Either you end up with the capture failing because it gets destroyed, or capturing a badly damaged building. The opposite of the Patrol order would be useful sometimes, especially for elephants and generals that have strong building-related effects and can take a lot of damage. That is "Go and capture / destroy the buildings but ignore the people". Sometimes I do not want the enemy buildings. I would rather the site was destroyed quickly. So I would like to be able to set a group of military units to "Never capture". Troops capture whatever is nearest. Is is annoying watching troops standing around trying to capture and hold a bunch of houses while a nearby tower is whittling them down. Just as there is a Violent stance for concentrating on attackers, being able to choose between "Capture nearest" and "Capture nearby strategic sites (towers, barracks, city centres) first" would be good. At the moment I am finding I have to micromanage the behaviour of my armies when they go to attack enemy towns, from building to building, which I did not have to do before capturing was implemented. (PS Excellent game though. I waste so much time playing it!)
    3 points
  4. The point of this thread, and forum, and testing at this point, is to experiment so we have a system in place to properly test the game once it is ready for proper testing. Not to say that "we think everything is ready, please come test it so we can fine-tune things". Maybe we could have been clearer about that.
    3 points
  5. Well, the important part in reply to your comment was that if something as big as adding a new civilization is done it should not be done during the Beta phase but before it. I guess it would be one thing to add a well-developed faction from a mod in one of the first Beta releases, but certainly not to add a completely new faction during the Beta phase, and even if it's already developed in mod form I don't think it would be a good idea to add something during the Beta phase at all.
    3 points
  6. What about if we skew the gathering rates significantly in favor of the women, and make the citizen-sodiers suck at gathering? You keep the ability for the soliders to gather, since sometimes it can be beneficial, but in reality they're better to be used as a defense or offensive force in most instances. Just spitballing here. In DE I've increase the train times of units. It fees a lot better. I admit I like the Wives' Festival tech, but I think it can be balance better if the train time of house women is increased from 30s to 60s. I will try this in DE. It's one of the reasons I push for battalions. You have fewer entities to control and each one feels more important and unique, especially if you add some customization possibilities like I propose. They take longer to train and you invest more resources and time into them by customizing them, etc. Not to mention now the battles look way more epic and you can implement thing like muster time and charging and etc. a lot easier for the player.
    3 points
  7. For Rome, this militia spearman is the Rorarius -- see DE (I'm sure you guys are sick of reading this).
    2 points
  8. I brought this point up, too, but no one seems to understand that. AoE 2 has 30s train time for villagers IIRC, we have 8s (?) for females. By the 10 min mark you did not have more than 23 villagers in AoE 2, in 0 A.D. 120 and more is possible easily (I remember a pure booming replay with 150). Training females in batches from a single CC in 0 A.D. is faster than producing villagers from 5 TCs in AoE 2. This just doesn't feel like "training" but merely like industrial production of humans. Ofc this is also a matter of personal taste, but such train times have obvious disadvantages. Such rapid growth limits your ability to effectively micro units in a stress-free manner. IMO This pace is just way to fast. And one of many reasons why I played 0 A.D. with game speed 0.5 or less. But no one cares so I don't know why I should continue to write posts with similar suggestions and proposals...
    2 points
  9. Hola, No se realmente si estoy posteando en el lugar correcto, pero no hablo ingles y todo el foro esta en ingles Me gustaría saber como puedo hacer para colaborar con algo de animación sencilla o modelado gracias.
    1 point
  10. Tal vez te sea necesario leerte lo que hay en los links para artistas http://trac.wildfiregames.com/#Forartists: Solo traducelo con chrome o como prefieras. Si quieres ir por otras cosas tambien hay animales que necesitan hacerse y animarse. Este otro link tambien te puede dar idea de lo que falta
    1 point
  11. Veamos si pueden ver este album con imagenes. https://goo.gl/photos/w8fEgXqqbLpzRGVy6 y algo de animacion: este lo modele y lo anime yo https://www.youtube.com/watch?v=bXGHMZKzw1g y este solamente lo modele, la animacion esta hecha con CAT de 3Ds max https://www.youtube.com/watch?v=fXQTZPJbJkc
    1 point
  12. So. I've been equivocating Empires Ascendant (Part 1) and Empires Besieged (Part 2) with Alpha and Beta this whole time. Glad that's out of my system.
    1 point
  13. Reading this saddens me deeply.
    1 point
  14. I started my course this week and I tried out the Bing Maps plugin for Visual Studio. Microsoft has a good video which explains what their engineers are working on. Personally I think that Bing Maps is terrible because when I search for a street name, it finds that street ... in America! Then I add [street name] Christchurch and it finds Christchurch in the UK. In the end I have to put "Christchurch New Zealand" on the end of each search. It seems that the Maps app in Windows 10 is the one you're supposed to use, not bing.com/maps Microsoft is doing advanced things with maps but the most impressive project is Microsoft Cognitive Services. Also, for no reason: go into File Explorer if you're using Windows 10, type "datemodified:" into File Explorer's search box and a calendar appears. You can hold shift to select multiple months (to search in). Another thing: you can restart Windows Shell by using the Task Manager - select the File Explorer process (it's always running) then "end task" changes to "restart" - this means restart the Windows Shell (if you click it). If you have trouble with your Windows desktop environment, you need to restart the shell ... random stuff I've learned this week.
    1 point
  15. I offered to post them but it was called """"" off-topic """"". Anyway, when i will have enough free-time, i'll gather the replays then post them.
    1 point
  16. Hopefully this will be my last post on this thread concerning this matter. You know what why don't we have players who employ the booming strategies being put forth here? I mean, I concede that the Citizen Soldier system is inherently broken but for a lot of forum players, it's mere theory. Why not have at it? Boomer vs. Attacker. I personally think that the defender will always have an advantage with strategies like: "Oh here comes a raid. So what? I'll just keep them at bay with my spearmen." "Oh my women just got killed. So what? Easily replace-able. I'll just let him have 'em." No sarcasm there, by the way. I've seen replays posted in the forum and 90% of the time, the rusher fails. I often attribute that to the fact that the rushers often neglect their economy back in their base. But even if they manage everything right. The attacks have very little effect. It's as if nothing happened and the attacker just wasted have of the game time for it. The Citizen Soldiers had everything to do with it. I still want to keep the Citizen Soldiers, but let me assure you that I no longer have any strong reason to. If you want to contradict me, then provide the replays to prove the thesis: "Attack + Eco > Pure Boom"
    1 point
  17. Imho things should only be disabled, when you must not use them on this map (like the lighthouse on the map with the many tiny lakes). When things cannot be used on this map or wouldn't make sense for this map, it should be up to the player to realize that. but as the map has no wood, you won't get 26 units gathering wood
    1 point
  18. darnit I'm an idiot - I've used Linux for 10 years and never knew how to grep files. I thought you're meant to use the 'find' command to find text in files (I believe that 'find' runs 'gawk' or 'awk'). I never knew grep was so useful! https://www.howtoforge.com/tutorial/linux-grep-command/ http://tldp.org/LDP/Bash-Beginners-Guide/html/sect_04_02.html
    1 point
  19. These videos are less "showy". There's no need to show off graphics and gameplay when demonstrating pathfinding See also, Retro Ahoy on Youtube and his video about Pacman's ghost ai https://youtu.be/15dxuAbTC0A?t=7m48s
    1 point
  20. The whole video is about pathfinding for massive armies and they don't go into to much detail so they can maintain a commercial advantage it's not an Open Source project Enjoy the Choice
    1 point
  21. 1 point
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